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CyberClutch: HIN

Audio design and Optimization.

Early access project

The Environment

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As the lead sound designer on CyberClutch: HIN video game built in Unreal Engine 4.27, I am deeply involved in reshaping the auditory experience of the game across various critical aspects. One of my many responsibilities is the environment audio implementation, where I work to create immersive and realistic soundscapes that enhance the player’s sense of presence within the game world. This involves designing ambient sounds tailored to different in-game environments, from bustling urban areas to futuristic arenas ensuring each location has a distinct auditory identity that enhances the overall gameplay experience.

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The Car Engines

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One of my major tasks is the complete redesign of the cars' engines. This required extensive research and attention to detail, as I aim to deliver an authentic and varied sound profile for each vehicle type, from engine revs to gear shifts as well as exhaust notes. This redesign is all about creating a futuristic and cyberpunk style of sound. Unfortunately, the project does have several limitations when it comes to the car mechanics. Due to contributions from several studios, the project has been reworked many times rendering the main car system unable to be modified in a new and more realistic approach. Therefore its arcade acceleration style was a one-away road. 

  

New Abilities New sounds

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In addition to vehicle audio, I contribute new audio content for the game’s expanding roster of abilities and weapons. This involves designing sound effects that match the unique characteristics and energy of each ability, whether it is the crackle of an electric blast or the heavy impact of a blaster cannon. The weapon sounds have to be distinct, powerful, and satisfying to use, reinforcing the game's combat dynamics as well as helping to create a more engaging experience for the player.

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The Optimization 

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A key part of my role is optimizing the audio performance for lower platforms, particularly the PlayStation 4. This requires balancing the game's ambitious audio design with the technical limitations of older hardware. By optimizing sound processing using efficient concurrencies and redeveloping parts of audio blueprints, I ensure that players on these platforms can still experience high-quality audio without negatively impacting performance or gameplay fluidity.

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